SurfMonkey01
First Post
*** If any of my players happen to be lurking around here, please God, stop reading this post!!! ***
I'm starting an Eberron campaign on Sunday, and I'm trying to get some of my notes all nice and finalized so I can make with the statting. I've got five people in my group, all with good strong character concepts already set. We're trying a bit of an experiment with this game: not only is everyone starting off on their own, it may actually be some time until the group comes together. We're doing it 24-style, with each person following their own plotline that is somehow connected to the main plot -- eventually the threads will cross, and the party comes together. Below I've got my notes for each character's plots (some are more detailed than others, because not everyone has given me a full backstory yet), as well as how I plan to eventually bring everyone together. I'm hoping to maintain a slightly different feel with each storyline, while keeping the pulp adventure feek of the overall setting intact throughout. I could use some comments and suggestions, if anyone wouldn't mind too much.
1. (noir-ish) Changeling rogue/assassin-in-training from Wroat, Breland
* hired to kill an "easy target" who turns out to be a bit tougher -- and much better connected -- than advertised. End result, he's got a bad rep with some very powerful people now...
2. (kung fu/western) Human monk from Adar, serving as a Sentinel Marshal to uncover the truth behind his brother's mysterious death
* travels to a small town where he's embroiled in a plot concerning a "gang" of bank robbers that turns out to be one man and a series of elaborate illusion spells. While there, encounters a man who knew his brother and points him towards someone who may hold some clues...
3. (espionage) Elven ranger from Valenar, who served as a spy/scout during the Last War
* hired to scout the area around the suspected lair of a group of bandits, so as to determine the best means of entrance and apprehention. Afterwards, is summoned by an anonymous message to a meeting with a man who has a job for her. If she should refuse, he'll kill her family, whom he's taken hostage. Apparently, this man has a grudge against her -- during the Last War, she fed intelligence of his hometown's defenses to the army that razed it...
4. (political intrigue) Half-elven sorceror/bodyguard-for-hire from Breland, decendant of House Medani
* hired to bodyguard a lesser noble's daughter. Garners a bit of a rep as a result, and is approached by a man in House Medani who claims to have been a friend of his father. Brings him into the fold, where he soon learns that his father had many enemies -- and this "good friend" may have been the worst one of them all...
5. (procedural, social) Gnomish artificer from Korranberg
* brought in as an assistant negotiator by an old mentor when a group of goblinoids take several miners hostage...
How I plan to eventually draw them all together:
* During the Last War, the gnomes fed a good amount of intelligence and equipment to Breland. One of these gnomes, we'll just call him NPC for now, was particularly good at tactics -- especially when he could exchange his expertise for intelligence that otherwise may have been classified. It was NPC who used the elven ranger's scouted intel to form the strategy the armies used to raze the village. And one of the many pieces of supposedly classified intel in NPC's repetoire is a series of clues about the monk's brother's death. The assassin is hired by a mysterious "third party" (really the man blackmailing the rogue) to kill this gnome, and in exchange he will help repair his damaged reputation. The ranger is forced to scout out the terrain for the best entry/exit, and then is to hang back until given further instructions. The rogue is told the gnome will be alone, but this is a lie. He is actually secretly meeting with the monk, and his former apprentice, the artificer, is with him as well. Having heard whispers of an impending attempt on his life, NPC has quietly hired the sorceror as extra protection. Third party knows all of this, and plans on forcing the ranger onto the scene so that it appears she is the killer and not the rogue...
I'm starting an Eberron campaign on Sunday, and I'm trying to get some of my notes all nice and finalized so I can make with the statting. I've got five people in my group, all with good strong character concepts already set. We're trying a bit of an experiment with this game: not only is everyone starting off on their own, it may actually be some time until the group comes together. We're doing it 24-style, with each person following their own plotline that is somehow connected to the main plot -- eventually the threads will cross, and the party comes together. Below I've got my notes for each character's plots (some are more detailed than others, because not everyone has given me a full backstory yet), as well as how I plan to eventually bring everyone together. I'm hoping to maintain a slightly different feel with each storyline, while keeping the pulp adventure feek of the overall setting intact throughout. I could use some comments and suggestions, if anyone wouldn't mind too much.
1. (noir-ish) Changeling rogue/assassin-in-training from Wroat, Breland
* hired to kill an "easy target" who turns out to be a bit tougher -- and much better connected -- than advertised. End result, he's got a bad rep with some very powerful people now...
2. (kung fu/western) Human monk from Adar, serving as a Sentinel Marshal to uncover the truth behind his brother's mysterious death
* travels to a small town where he's embroiled in a plot concerning a "gang" of bank robbers that turns out to be one man and a series of elaborate illusion spells. While there, encounters a man who knew his brother and points him towards someone who may hold some clues...
3. (espionage) Elven ranger from Valenar, who served as a spy/scout during the Last War
* hired to scout the area around the suspected lair of a group of bandits, so as to determine the best means of entrance and apprehention. Afterwards, is summoned by an anonymous message to a meeting with a man who has a job for her. If she should refuse, he'll kill her family, whom he's taken hostage. Apparently, this man has a grudge against her -- during the Last War, she fed intelligence of his hometown's defenses to the army that razed it...
4. (political intrigue) Half-elven sorceror/bodyguard-for-hire from Breland, decendant of House Medani
* hired to bodyguard a lesser noble's daughter. Garners a bit of a rep as a result, and is approached by a man in House Medani who claims to have been a friend of his father. Brings him into the fold, where he soon learns that his father had many enemies -- and this "good friend" may have been the worst one of them all...
5. (procedural, social) Gnomish artificer from Korranberg
* brought in as an assistant negotiator by an old mentor when a group of goblinoids take several miners hostage...
How I plan to eventually draw them all together:
* During the Last War, the gnomes fed a good amount of intelligence and equipment to Breland. One of these gnomes, we'll just call him NPC for now, was particularly good at tactics -- especially when he could exchange his expertise for intelligence that otherwise may have been classified. It was NPC who used the elven ranger's scouted intel to form the strategy the armies used to raze the village. And one of the many pieces of supposedly classified intel in NPC's repetoire is a series of clues about the monk's brother's death. The assassin is hired by a mysterious "third party" (really the man blackmailing the rogue) to kill this gnome, and in exchange he will help repair his damaged reputation. The ranger is forced to scout out the terrain for the best entry/exit, and then is to hang back until given further instructions. The rogue is told the gnome will be alone, but this is a lie. He is actually secretly meeting with the monk, and his former apprentice, the artificer, is with him as well. Having heard whispers of an impending attempt on his life, NPC has quietly hired the sorceror as extra protection. Third party knows all of this, and plans on forcing the ranger onto the scene so that it appears she is the killer and not the rogue...
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